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    We Will Hold the Line! Richmond, the Lionhearted Defender

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    ElementSteel

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    We Will Hold the Line! Richmond, the Lionhearted Defender

    Post by ElementSteel on Mon Feb 18, 2013 10:08 pm

    Richmond, the Lionhearted Defender

    Passive: Crusade of Valor: (Innate) Richmond gains 10/15/20/25% more armor and magic resist from items. Should Richmond be damaged, the bonus would be increased by another 10% for 2 seconds. Levels 1/6/11/15

    Q: Armored uppercut: Richmond uppercuts his target into the air, and then slams then back down into the ground, dealing physical damage. As he slams the ground, targets caught in larger radius are knocked back.
    Range: 125
    Radius of AoE: 200
    Cost: 50/60/70/80/90 mana
    Cooldown: 8/7.5/7/6.5/6 seconds
    Knockback: 200
    Physical Damage: 70/90/110/130/150 (+0.4 Armor)(+ 0.3 Attack Damage)

    W: Blunted Strikes: (Passive) Richmond demoralizes the enemy with his shield mastery, reducing their attack damage when they attack him for 3 seconds. This can stack up to 5 times.
    Attack Damage Reduction: 4/5/6/7/8

    (Active) Richmond taunts his target for 1 second. This automatically reduces their attack damage once.
    Cooldown: 10/9/8/7/6 seconds
    Range: 350
    Cost: 80/90/100/110/120 mana

    E: Awestricken: Richmond charges forward and smashes a shield into target enemy champion, dealing physical damage and reducing their armor and attack speed by a percentage for 3 seconds.
    Cost: 70/80/90/100/110 mana
    Cooldown: 9/8.5/8/7.5/7 seconds
    Range: 350
    Physical Damage: 70/80/90/100/110 (+.2 Armor)(+.3 Attack Damage)
    Attack Speed Reduction: 10/15/20/25/30%
    Armor Reduction: 10/15/20/25/30

    R: Pride of the Vanguard: Richmond commands his allies to charge forward, boosting their armor and magic resist for a time. Additionally, Richmond and his allies are granted a single-use spell-shield that lasts for 8 seconds.
    Radius of AoE: 750
    Cost: 150 mana
    Cooldown: 100/95/90
    Armor/Magic Resist Bonus: 30/50/70
    Stat Bonus Duration: 2/4/6 seconds

    --------

    Health: 475 (+85)
    Mana: 240 (+30)
    Attack Damage: 51 (+3.4)
    Attack Speed: 0.625 (+2.7%)
    Range: 125
    Health Regen: 6.5 (+.5)
    Mana Regen: 5.45 (+1.05)
    Armor: 17 (+4)
    Magic Resist: 30 (+1.25)
    Mov Speed: 335

    Tags: Melee, Tank

    Quotes
    Upon Selection:
    - The Vanguard shall not falter!
    Movement/Attacking:
    - Follow me, I know the way.
    - If it is to be, then it is to be.
    - Keep your guard up!
    - Keep in formation!
    - I’ll gladly give my life.
    - Leave it to me.
    - For Demacia!
    Taunt:
    - Come at me!
    Joke:
    - I, Richmond, will knock you all down!
    Ultimate:
    - By steel and faith!
    - Fight through the pain!
    Dance: River Dance

    Skins:
    Classic Richmond: A buckler in each hand, with a tower shield on his back.
    Crusader Richmond: A heater shield in each hand, with a tower shield with a red cross on back.
    Dreadknight Richmond: Spiked and clawed shields on each hand, with an aspis on the back.

    Story:
    Demacia’s most elite division of soldiers is the Dauntless Vanguard, lead by the Might of Demacia Garen Crownguard. Second-in-Command to Garen is Richmond Sundale, a master of the shield and absolute wall on the battlefield. Just like his commander, Richmond is a superb fighter, keeping the Vanguard in line and leading them to victory. Indeed, his mastery was so great it was a wonder he had not joined the League sooner. Upon request from Garen, Richmond traveled to the Institute of War and applied to become another combatant.
    “He doesn’t need to hurt you, he just needs to make you feel weaker.”
    Garen


    Last edited by ElementSteel on Tue Feb 26, 2013 11:08 pm; edited 6 times in total
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    Zarkof

    Posts : 64
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    Age : 27
    Location : New Hampshire

    Re: We Will Hold the Line! Richmond, the Lionhearted Defender

    Post by Zarkof on Wed Feb 20, 2013 9:05 pm

    First off, your base stats have a lot of problems. With Alenana's Guide as a reference: Base health and HP/lvl are both pretty high (bring down one or the other by just a notch. If you're going to have high base, you need lower per level, and vice versa), AD needs to be brought up between 51 and 59, AD/lvl should be increased to between 3.2 and 4, HP regen/lvl should be bumped down a tad (by 0.1 or 0.2), AS/lvl should be brought up to ~2.5-3%, Armor needs to be brought down to 17-21, Magic resist needs to have a per level gain of 1.25, and I'm not sure if that's s3 movespeed but it seems a little slow, so maybe 335?


    The passive seems to do a bit much and then not so much. The first half doesn't seem to fit very well, since the effectiveness of Armor and MR diminishes as it increases, so increasing it as you get more has less of an effect than you think. It also serves to make him unnecessarily tanky for all the anti-offensive debuffs he can apply. The second half seems to be negligible until you actually build enough Armor/MR, and only really serves to scale to late game. All of the defensive support auras seem to have been done already as well (Soraka's passive, Taric's Shatter, Heimer's Passive) He has enough support in his kit that I don't think an aura is necessary.

    Right now he seems to really lack any kind of Anti-Mage in his kit (MR, spellshield) and only seems to be rewarded for building Armor. What if you turned your passive into something that gave him Armor based on his MR and vice versa, like Vlad has with AP and HP? This would allow him to build either and still gain some bonus for the other. Building Armor would still give you that offense with the ratios but wouldn't leave you completely vulnerable to mages since you'd get some MR, and building MR to counter magic damage would still be able to help your offense with the Armor ratios.


    Q - The cost seems to scale up too much with rank (I'd keep it at +10 instead of +15). Base damage seems to not scale enough and the armor ratio is quite high. Is it 30% total AD or Bonus AD? And why is the cooldown so high for not doing a lot of damage? If this is his only damage skill then the cooldown needs to be brought down. As for the effect, is it an instant stun or is it like Vi's ultimate?


    W - If you look at things that reduce attack damage, look at Trundle's Q. The attack damage reduction is 10/12.5/15/17.5/20 for 8 seconds. You don't specify a duration. If you wanted to make this scale better early game, you could reduce the max stats to 3 and increase the base values slightly (3/4/5/6/7) or higher if the duration was shorter. Alternatively, you could swap out attack damage reduction for total damage reduction (but keep it lower overall, maxing at 15-20% rank 5 full stacks) which would also help vs mages. This would apply whenever he takes damage and could affect jungle creeps to help his jungle.

    I really don't like the 2 second cd taunt. If you have 40% CDR you can pretty much spam the taunt every second and completely lock down one opponent, or have it serve only to turn someone around for a moment if they have any tenacity. Either way, a 2 second taunt would be unnecessarily annoying. Heck, a 3 second taunt on a 12 sec cd is annoying (*cough Rammus cough*). I would increase the CD, increase the duration to something respectable, and double the passive reduction on taunted targets or have it apply stacks more quickly.


    E - This should deal some damage, at least. It seems like a single target combination of Taric's Shatter and Malphite's Ground Slam. Be careful with % armor reduction, though. I would split up the values (have one for AS, one for Armor) and increase the AS reduction and move towards a flat armor reduction. This could apply on your next auto attack (like Trundle's Q, utilizing similar damage scaling) and you should think about reducing the cooldown overall as well. The other thing you could do would be to make this a targeted dash since he lacks a lot of mobility.


    R - I don't get how placing a shield on someone makes you take the damage for them. When people generally get in the way of their opponent attacking an ally, they literally get in the way i.e. dashing to their ally. Stacking a resist buff on top of a % damage redirection is borderline OP. You could literally turn any super squishy carry into a full fledged tank complete with Real Life Aggro. This is comparable to Kayle's Ultimate, so the cooldown shouldn't be as long as you have it. I would definitely tone down the % transferred at later ranks to 30/40% because 100 armor/mr +60% redirected damage = a metric f*ckton of mitigation for 5 seconds.



    *cough cliché cough*
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    ElementSteel

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    Re: We Will Hold the Line! Richmond, the Lionhearted Defender

    Post by ElementSteel on Thu Feb 21, 2013 1:32 am

    Zarkof wrote:First off, your base stats have a lot of problems. With Alenana's Guide as a reference: Base health and HP/lvl are both pretty high (bring down one or the other by just a notch. If you're going to have high base, you need lower per level, and vice versa), AD needs to be brought up between 51 and 59, AD/lvl should be increased to between 3.2 and 4, HP regen/lvl should be bumped down a tad (by 0.1 or 0.2), AS/lvl should be brought up to ~2.5-3%, Armor needs to be brought down to 17-21, Magic resist needs to have a per level gain of 1.25, and I'm not sure if that's s3 movespeed but it seems a little slow, so maybe 335?
    ...Right, well that's a nifty guide. Thanks for sharing it, Zar! Very Happy The only stats I've altered for s3 was movement speed, I hadn't realized that everything else was changed. Richmond was made pre-s3 originally, and his stats are relics, I guess you could say. >.<;;

    The passive seems to do a bit much and then not so much. The first half doesn't seem to fit very well, since the effectiveness of Armor and MR diminishes as it increases, so increasing it as you get more has less of an effect than you think. It also serves to make him unnecessarily tanky for all the anti-offensive debuffs he can apply. The second half seems to be negligible until you actually build enough Armor/MR, and only really serves to scale to late game. All of the defensive support auras seem to have been done already as well (Soraka's passive, Taric's Shatter, Heimer's Passive) He has enough support in his kit that I don't think an aura is necessary.
    Well I've gotten rid of the aura part. To explain the first part though and how I've changed it to work now, it's kind of like Rabadon's effect, where the bonus is applied immediately when he gets an item. Say he has a Runic Bulwark, where it normally gives 20 armor and 30 magic resist. When not taking damage, the item would effectively give 25 armor and 37.5 magic resist. When he does take damage however, it would as if the Runic Bulwark acts as if it gave 27 armor as a base and 40.5 magic resist. The effect also applies per item, so not total. It also does not aura bonuses into effect, just the numbers on the item.

    Right now he seems to really lack any kind of Anti-Mage in his kit (MR, spellshield) and only seems to be rewarded for building Armor. What if you turned your passive into something that gave him Armor based on his MR and vice versa, like Vlad has with AP and HP? This would allow him to build either and still gain some bonus for the other. Building Armor would still give you that offense with the ratios but wouldn't leave you completely vulnerable to mages since you'd get some MR, and building MR to counter magic damage would still be able to help your offense with the Armor ratios.
    I've to add some anti-mage capabilities, particularly with the reworked ultimate. I was avoiding that passive type by the way because I thought Riot was trying to get rid of those types, considering Kayle and Jax had passives like that in the past.

    Q - The cost seems to scale up too much with rank (I'd keep it at +10 instead of +15). Base damage seems to not scale enough and the armor ratio is quite high. Is it 30% total AD or Bonus AD? And why is the cooldown so high for not doing a lot of damage? If this is his only damage skill then the cooldown needs to be brought down. As for the effect, is it an instant stun or is it like Vi's ultimate?
    I've altered numbers to reflect your suggestions. It's also 30% total, not bonus. Lastly, it's similar to Assault and Battery, just minus the whole plowing through thing.

    W - If you look at things that reduce attack damage, look at Trundle's Q. The attack damage reduction is 10/12.5/15/17.5/20 for 8 seconds. You don't specify a duration. If you wanted to make this scale better early game, you could reduce the max stats to 3 and increase the base values slightly (3/4/5/6/7) or higher if the duration was shorter. Alternatively, you could swap out attack damage reduction for total damage reduction (but keep it lower overall, maxing at 15-20% rank 5 full stacks) which would also help vs mages. This would apply whenever he takes damage and could affect jungle creeps to help his jungle.
    I don't know how I didn't realize there was no duration...added that. I'd like to keep it physical resistance since this guy's main thing is shields. I'm just afraid that the total reduction would be too much, because I've had that issue before in the past (Echoing as a matter of fact brought it up I think).

    I really don't like the 2 second cd taunt. If you have 40% CDR you can pretty much spam the taunt every second and completely lock down one opponent, or have it serve only to turn someone around for a moment if they have any tenacity. Either way, a 2 second taunt would be unnecessarily annoying. Heck, a 3 second taunt on a 12 sec cd is annoying (*cough Rammus cough*). I would increase the CD, increase the duration to something respectable, and double the passive reduction on taunted targets or have it apply stacks more quickly.
    Altered the taunt so that it's cooldown and duration are longer, as well as made it at least do something than just taunt. It was bland...I know x.x;

    E - This should deal some damage, at least. It seems like a single target combination of Taric's Shatter and Malphite's Ground Slam. Be careful with % armor reduction, though. I would split up the values (have one for AS, one for Armor) and increase the AS reduction and move towards a flat armor reduction. This could apply on your next auto attack (like Trundle's Q, utilizing similar damage scaling) and you should think about reducing the cooldown overall as well. The other thing you could do would be to make this a targeted dash since he lacks a lot of mobility.
    Took into consideration. Made armor reduction flat and made it a charge.

    R - I don't get how placing a shield on someone makes you take the damage for them. When people generally get in the way of their opponent attacking an ally, they literally get in the way i.e. dashing to their ally. Stacking a resist buff on top of a % damage redirection is borderline OP. You could literally turn any super squishy carry into a full fledged tank complete with Real Life Aggro. This is comparable to Kayle's Ultimate, so the cooldown shouldn't be as long as you have it. I would definitely tone down the % transferred at later ranks to 30/40% because 100 armor/mr +60% redirected damage = a metric f*ckton of mitigation for 5 seconds.
    Right, yeah, the whole absorbing damage was out of place, I'll admit. Completely reworked into a spellshield that covers an area around Richmond. How does this work out?

    *cough cliché cough*
    I tried! ;_;
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    Zarkof

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    Location : New Hampshire

    Re: We Will Hold the Line! Richmond, the Lionhearted Defender

    Post by Zarkof on Thu Feb 21, 2013 2:24 am

    :3 Your Q's cooldown is too low now. 6 seconds at min rank is on par with balance for a 1 second stun, but remember that the target will also be disabled while in the air as well. If you want to make it 1 second of CC, think about a half second knockup followed by a half second stun. The way Vi's ultimate works is that it's just a 1.25 second knockup, so you could make your Q technically just a 1 sec knockup with the knockback part on it.

    For W's passive, if it's "using his shield mastery" think about calling it "Blunted Strikes". There was this really annoying shield mob in WoW that applied this to attackers. The gist of it is that your weapons become blunt upon hitting the shield which will reduce their effectiveness.

    For your ultimate, is it a mobile AoE Black Shield anti-cc thing with Maokai's Ultimate's damage reduction? o.O This would need a lot shorter duration then. This also doesn't really seem to fit his "I hit people with shields" and seems to be magical out of nowhere.

    But really, imagine 8 seconds of spell nullification with no counterplay except to displace a tank.

    If you want to block spells, how about providing each ally within range a spellshield that lasts for 5 seconds or 1 spell, and blocking a spell grants them reduced damage taken for a duration? You could make the cooldown much shorter, like 60 seconds, or add in some sort of offensive bit like a slow+damage in an aoe around him.


    As for scaling damage on your Q and E... run some numbers with average values of armor and AD that he might have at level 9 and 18 and see how the damage compares to similar spells.
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    ElementSteel

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    Re: We Will Hold the Line! Richmond, the Lionhearted Defender

    Post by ElementSteel on Thu Feb 21, 2013 7:03 pm

    Zarkof wrote::3 Your Q's cooldown is too low now. 6 seconds at min rank is on par with balance for a 1 second stun, but remember that the target will also be disabled while in the air as well. If you want to make it 1 second of CC, think about a half second knockup followed by a half second stun. The way Vi's ultimate works is that it's just a 1.25 second knockup, so you could make your Q technically just a 1 sec knockup with the knockback part on it.
    Got rid of the stun and raised cooldown slightly. Hopefully it's not as spam happy this time. >.>;;

    For W's passive, if it's "using his shield mastery" think about calling it "Blunted Strikes". There was this really annoying shield mob in WoW that applied this to attackers. The gist of it is that your weapons become blunt upon hitting the shield which will reduce their effectiveness.
    Name changed, makes sense.

    For your ultimate, is it a mobile AoE Black Shield anti-cc thing with Maokai's Ultimate's damage reduction? o.O This would need a lot shorter duration then. This also doesn't really seem to fit his "I hit people with shields" and seems to be magical out of nowhere.
    Eh...changed the ult again. It was a bit randomly magical I guess. Although I forgot all about Maokai... ;_; ;;

    But really, imagine 8 seconds of spell nullification with no counterplay except to displace a tank.
    ...Yeah, my bad. The evil is gone now. >.>

    If you want to block spells, how about providing each ally within range a spellshield that lasts for 5 seconds or 1 spell, and blocking a spell grants them reduced damage taken for a duration? You could make the cooldown much shorter, like 60 seconds, or add in some sort of offensive bit like a slow+damage in an aoe around him.
    Reduced cooldown now and yeah added a single-use spell-shield. I'll think about adding something else onto it though, because now that I think about it just a spell-shield and stat boost is kinda bland, huh? >_<;;

    As for scaling damage on your Q and E... run some numbers with average values of armor and AD that he might have at level 9 and 18 and see how the damage compares to similar spells.
    Will do.

    Also: Thank you for the input and help Zarkof. Forgot to say so in the last post. I love it when people actually give detail! >.<

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